From 070a0dfddf2d5f85ac348a8d37a606bdbcd0ea0a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 05 十一月 2025 16:45:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(完善技能目标选择逻辑;支持软控魅惑、混乱、嘲讽,及反击复仇目标,buff状态细分目标,属性细分目标等优先级处理;修复反击逻辑bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  257 +++++++++++++++++++++++++++++++++++----------------
 1 files changed, 175 insertions(+), 82 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 1304663..bdb1453 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,12 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
     @param comboLimit: 是否强制限制连击
+    @param atkBackTag: 反击目标
     @return: 是否成功
     '''
     if not useSkill:
@@ -77,7 +78,7 @@
     
     #没有指定目标,则按技能自身的目标逻辑
     if not tagObjList:
-        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
+        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
         rate = useSkill.GetHappenRate()
         if rate:
             rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
@@ -87,7 +88,7 @@
                     
     if not tagObjList:
         # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
-        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
         return
     
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
@@ -199,7 +200,7 @@
         return True
     return False
 
-def GetSkillTags(turnFight, curBatObj, useSkill):
+def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
     ## 获取技能目标
     # @return: [主目标, 目标2, ...]
     
@@ -220,38 +221,74 @@
         return [curBatObj]
     
     tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
     
-    # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
-    # 集火:直接通过效果5015指定了目标,所以这里可不处理
-    # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
-    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+    # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
+    # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
+    # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
+    # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
+    # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
     
+    # 确认敌友
+    inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
+    if changeRet:
+        pass
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
+        inCharm = True
+        tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
+    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
+        inChaos = True
+        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
+    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+    isNoSelf = False # 是否不包含自己
+    if inCharm or inChaos:
+        if SkillCommon.isAttackDirectSkill(useSkill):
+            isNoSelf = True
+            #GameWorld.DebugLog("特殊不包含自己")
+            
+    # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
+    sneerObjFirst = True # 嘲讽目标是否优先
+    sneerTagObj = None # 嘲讽目标
+    atkBackTagFrist = True # 反击目标是否优先
+    specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
+    specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
     curFaction = curBatObj.GetFaction()
-    sneerObj = None # 嘲讽目标
-    sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
         tagFaction = curFaction
+        sneerTagObj = None
+        atkBackTag = None
     else:
         tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
-                
-    sneerObjFirst = True # 嘲讽目标优先
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-    
+        sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+        if sneerTagObj:
+            specMainObj = sneerTagObj
+            #GameWorld.DebugLog("嘲讽特殊主目标")
+        elif atkBackTag:
+            specMainObj = atkBackTag
+            #GameWorld.DebugLog("反击特殊主目标")
+            
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sepcObjLineupNum = specMainObj.GetLineupNum()
+        
     batObjMgr = BattleObj.GetBatObjMgr()
     lineupNum = curBatObj.GetLineupNum()
     posNum = curBatObj.GetPosNum()
     
+    # 确认阵容编号顺序,多V多时有用
     batFaction = turnFight.getBatFaction(tagFaction)
     if lineupNumSet != None and not tagFriendly:
         lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
     elif tagFaction == curFaction:
         lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
     else:
-        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+        # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
+        if specMainObj:
+            lineupNumList = [sepcObjLineupNum]
+        else:
+            lineupNumList = [lineupNum]
         for tagNum in batFaction.lineupDict.keys():
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
@@ -263,8 +300,8 @@
         
         # 对位
         if tagAim == ChConfig.SkillTagAim_Relative:
-            if sneerObj:
-                aimObjList.append(sneerObj)
+            if specMainObj:
+                aimObjList.append(specMainObj)
             else:
                 relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                 if relativeObj:
@@ -272,11 +309,11 @@
                     
         # 前排
         elif tagAim == ChConfig.SkillTagAim_FrontRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
             
         # 后排
         elif tagAim == ChConfig.SkillTagAim_BackRow:
-            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
             
         # 竖排/纵排
         elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -287,14 +324,14 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            # 优先嘲讽所在纵
-            if sneerObj:
-                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
-                if sneerInColNum in colNumList:
-                    colNumList.remove(sneerInColNum)
-                    colNumList.insert(0, sneerInColNum)
+            # 优先特殊目标所在纵
+            if specMainObj:
+                specInColNum = ChConfig.GetInColNum(specObjPosNum)
+                if specInColNum in colNumList:
+                    colNumList.remove(specInColNum)
+                    colNumList.insert(0, specInColNum)
                     
-            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             for col in colNumList:
                 for row in range(1, 1 + ChConfig.TurnFightRows):
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
@@ -303,7 +340,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                 if aimObjList:
@@ -318,7 +355,7 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
             # 按前排优先原则
             for row in range(1, 1 + ChConfig.TurnFightRows):
                 for col in colNumList:
@@ -328,7 +365,7 @@
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
+                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
                     aimObjList.append(tagBatObj)
                     
@@ -356,6 +393,7 @@
                 
     # 灼烧/玄火目标优先
     elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        atkBackTagFrist = False
         relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
         sortObjList = [] # 优先灼烧目标,再对位
         for aimObj in aimObjList:
@@ -371,6 +409,7 @@
         
     # 仅焚血(毒奶)目标
     elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        atkBackTagFrist = False
         for aimObj in aimObjList[::-1]:
             if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                 aimObjList.remove(aimObj)
@@ -379,17 +418,24 @@
         if tagCount and len(aimObjList) > tagCount:
             random.shuffle(aimObjList)
             
+    # 以下优先级先处理的优先级视为较低
+    if atkBackTagFrist and atkBackTag:
+        if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
+            aimObjList.remove(atkBackTag)
+            aimObjList.insert(0, atkBackTag)
+            
     # 嘲讽优先
-    if sneerObjFirst and sneerObj:
-        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
-            aimObjList.remove(sneerObj)
-            aimObjList.insert(0, sneerObj)
+    if sneerObjFirst and sneerTagObj:
+        if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
+            aimObjList.remove(sneerTagObj)
+            aimObjList.insert(0, sneerTagObj)
             
     # 一定包含自己
-    if tagFriendly == 2:
+    if tagFriendly == 2 and not isNoSelf:
         if curBatObj not in aimObjList:
             aimObjList.append(curBatObj)
             
+    # 最后去除多余的目标
     if tagCount and len(aimObjList) > tagCount:
         aimObjList = aimObjList[:tagCount]
         
@@ -427,9 +473,10 @@
                 return lineupNum, changeTagSet
     return
 
-def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
-    ## 获取行排目标对象列表
+def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
+    ## 获取横排目标对象列表
     # @param rowReverse: 是否后排优先原则
+    # @param noSelf: 是否限制包含自己
     
     # 前后排顺序
     if rowReverse:
@@ -437,24 +484,24 @@
     else:
         rowNumList = range(1, 1 + ChConfig.TurnFightRows)
         
-    # 优先嘲讽对象所在行
-    sneerObjID, sneerObjPosNum = 0, 0
-    if sneerObj:
-        sneerObjID = sneerObj.GetID()
-        sneerObjPosNum = sneerObj.GetPosNum()
-        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+    # 优先特殊对象所在行
+    specObjID, specObjPosNum = 0, 0
+    if specMainObj:
+        specObjID = specMainObj.GetID()
+        specObjPosNum = specMainObj.GetPosNum()
+        sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
         if sneerInRowNum in rowNumList:
             rowNumList.remove(sneerInRowNum)
             rowNumList.insert(0, sneerInRowNum)
             
-    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+    inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
     # 优先自己所在纵,为主目标
     colNumList = range(1, 1 + ChConfig.TurnFightCols)
     if inColNum in colNumList:
         colNumList.remove(inColNum)
         colNumList.insert(0, inColNum)
         
-    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
     aimObjList = []
     for row in rowNumList:
         for col in colNumList:
@@ -464,7 +511,7 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                 continue
             aimObjList.append(tagBatObj)
         if aimObjList:
@@ -473,11 +520,7 @@
     return aimObjList
 
 def GetRelativeObj(turnFight, curBatObj):
-    '''获取对位目标,嘲讽时优先对位嘲讽目标
-    对位目标用途: 
-    1. 对位目标并不代表仅攻击该目标
-    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
-    3. 对位目标可用于判断连击、弱疗
+    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
     '''
     sneerObj = curBatObj.GetSneerTagObj()
     if sneerObj:
@@ -504,11 +547,11 @@
         if relativeObj:
             return relativeObj
         
-    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
     return curBatObj
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
-    ## 获取在某一阵营中的默认对位目标
+    ## 获取在某一阵容中的默认对位目标,不包括自己
     if not batLineup:
         return
     tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
@@ -527,13 +570,13 @@
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
-            if not __skillTagFilter(tagBatObj, tagAffect):
+            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                 continue
             return tagBatObj
         
     return
 
-def __skillTagFilter(tagBatObj, tagAffect):
+def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
     ## 技能目标过滤器
     # @return: 是否允许添加该单位
     if not tagBatObj:
@@ -542,6 +585,10 @@
         return False
     if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
         return False
+    if isNoSelf:
+        if tagBatObj.GetID() == curBatObj.GetID():
+            #GameWorld.DebugLog("不包含自己")
+            return False
     #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
     #    return False
     return True
@@ -663,22 +710,24 @@
 def SkillModule_2(turnFight, curBatObj, useSkill):
     ## 治疗
     
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
     for tagBatObj in useSkill.GetTagObjList():
-        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
         
     return
 
 def SkillModule_9(turnFight, curBatObj, useSkill):
     ## 弹射治疗(多次治疗,切换目标,单目标可多次)
     
+    relativeObj = GetRelativeObj(turnFight, curBatObj)
     ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
     for tagBatObj in ricochetObjList:
-        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
+        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
         
     return
 
-def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
-    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
+def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
+    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
     if cureHP <= 0:
         return
     
@@ -896,11 +945,11 @@
         if not tagObjList:
             return
         tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
-        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
         if atkBackSkill:
             # 可以反击,打断连击
             GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
-            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
+            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
             return
         
     if not tagObj:
@@ -927,19 +976,30 @@
     OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
     return True
 
-def __getCanAtkBackSkill(useSkill, tagObj):
-    ## 获取是否可反击及反击技能
+def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
+    '''获取是否可反击及反击技能
+    B进攻A1 A2 A3,主目标(从A1 A2 A3选)
+    主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
+    若为非攻击类,则按技能原来的目标
+    若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
+    '''
     if not tagObj:
         return
     
+    atkID = atkObj.GetID()
     tagID = tagObj.GetID()
     if not tagObj.CanAction():
         GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
         return
     
+    if atkObj.GetFaction() == tagObj.GetFaction():
+        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+        return
+    
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
-    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
-        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
+    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
+        heroID = atkObj.GetHeroID()
+        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
         return
     
     canAtkBack = False
@@ -1001,13 +1061,17 @@
             
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
+    dieObjList = [] # 死亡的单位列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
-            killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
+            dieObjList.append(tagObj)
+            if tagObj.GetFaction() != curObj.GetFaction():
+                killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
     if curObj.IsAlive() and curObj.GetHP() <= 0:
+        dieObjList.append(curObj)
         TurnAttack.SetObjKilled(turnFight, curObj)
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -1087,9 +1151,26 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
+    if dieObjList:
+        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+            batFaction = turnFight.getBatFaction(faction)
+            for lineupNum in batFaction.lineupDict.keys():
+                batLineup = batFaction.getBatlineup(lineupNum)
+                for lineupObjID in batLineup.posObjIDDict.values():
+                    lineupObj = batObjMgr.getBatObj(lineupObjID)
+                    if not lineupObj.IsAlive():
+                        continue
+                    for dieObj in dieObjList:
+                        # 敌方单位死亡时
+                        if lineupObj.GetFaction() != dieObj.GetFaction():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                        # 己方单位死亡时
+                        else:
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+                            
     triggerOne = False
     batType = useSkill.GetBatType()
-    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
+    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
@@ -1107,7 +1188,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
         else:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
-            
+            # 受到持续伤害
+            if tagID in beHurtObjIDList:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                
         # 使用技能后
         if isUseSkill:
             if not triggerOne:
@@ -1432,6 +1516,7 @@
     '''计算伤害,默认按攻击计算
     '''
     
+    mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -1547,6 +1632,11 @@
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
         
+    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
+    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
+        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
+        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+        
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
     aNormalSkillPer /= 10000.0
@@ -1562,6 +1652,8 @@
     dFinalDamPerDef /= 10000.0
     aComboDamPer /= 10000.0
     aPursueDamPer /= 10000.0
+    aArenaDamPer /= 10000.0
+    dArenaDamPerDef /= 10000.0
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
@@ -1843,23 +1935,28 @@
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
     return True
 
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
     ''' 计算治疗值
     '''
+    
+    # 对位目标
+    if not relativeObj:
+        relativeObj = GetRelativeObj(turnFight, userObj)
+        
     cureType = curSkill.GetCalcType()
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
     skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
-    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+    cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
     
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
     if cureWayExEff:
         cureType = cureWayExEff.GetEffectValue(0)
         skillPer = cureWayExEff.GetEffectValue(1)
         GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
-        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
         
     hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
@@ -1870,19 +1967,15 @@
         
     return max(1, int(cureHP)) # 保底1点
 
-def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
     cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     # 回合制
-    curePer = 0 # 治疗加成
-    cureDefPer = 0 # 敌方的弱化治疗
+    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
     angerOverflow = 0 # 怒气溢出值
     if SkillCommon.isAngerSkill(curSkill):
         angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        #enemyObj = TurnAttack.GetEnemyObj(userObj)
-        #curePer += GameObj.GetCurePer(userObj)
-        #if enemyObj:
-        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
         
     skillPer /= float(ChConfig.Def_MaxRateValue)
     curePer /= float(ChConfig.Def_MaxRateValue)

--
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